“It is clear that Take Time won’t be a one-hit wonder”: Asmodee hit passes 325,000 copies after record-breaking launch

Huge demand for Asmodee‘s co-operative puzzle game Take Time has seen the publishing giant print more than 325,000 copies less than a year after release – outstripping even the company’s high expectations which surrounded its record-breaking launch.

Asmodee printed a massive 145,000 copies of Alexi Piovesan and Julien Prothière’s design for its worldwide launch last October, citing heavy enthusiasm from its distribution teams, board game media and pre-release playtesters.

Game line manager Auguste Lecoeur told BoardGameWire, “As soon as the game’s prototype was shown to us and signed, it became an internal priority, with resources and manpower being redirected from other projects to Take Time.

“Huge credit goes to everyone involved in the project for getting it done so quickly while maintaining such a high level of quality, especially considering that the game went through only around six months of visual development.

“When the game was first presented to Asmodee’s distribution units and partners, the enthusiasm was immediate as well, with Take Time being flagged as a key new release for Libellud.

“The same enthusiasm was shared by media outlets and players that were able to test the game prior to its release, so we had multiple positive signals ahead of launch.

“In that sense, we were definitely expecting a strong first print run, but you can never realistically expect to reach 145,000 copies. It was a very pleasant surprise and clearly exceeded our expectations, even though we were prepared for strong numbers.”

Every major reprint of the game since has topped 60,000 copies, Lecoeur said, with Asmodee currently planning another two to three global print runs of the same size each every year to keep up with demand.

Lecoeur said, “At this point, it is clear that Take Time won’t be a ‘one-hit wonder’, a game that enjoys a high initial print run but then quickly fades. Instead, the game is maintaining a strong sales pace and continues to perform well across markets.”

He added, “The game gained strong visibility and positive feedback at conventions such as Cannes’ FIJ and Spiel Essen, while also achieving higher-than-usual numbers online, thanks in part to its visual appeal and the buzz surrounding it.

“More broadly, the game was quickly validated by the core and specialist market, as well as by opinion leaders, critics and content creators within the board game community. It received strong critical acclaim – it is now ranked [in] the top 95 family games on BGG – and was nominated for multiple awards, which played a huge part in its success.

“Sure, we would have loved to win the As d’Or and Spiel des Jahres (who wouldn’t?), but I guess we’re being picky here!”

Success Story

Part of the game’s powerful performance has been down to it penetrating well beyond the specialist board games market, with Asmodee saying its distribution is now relatively evenly split between hobby stores, mass-market retailers and e-commerce.

Lecoeur said, “I’m convinced that this wouldn’t have been possible if the game hadn’t first been embraced by the core gaming community. Their strong support and enthusiasm for the game helped open the door to other distribution channels much more quickly.”

He added that part of Take Time’s wider appeal was down to the game’s compact size and “accessible price point”, as well as its “high level of replayability and substantial gameplay content”.

Those first two elements have become increasingly important amid ongoing financial strain for people in some of Asmodee’s core markets, such as France, Germany, the UK and US, with rising food and energy prices and ongoing economic uncertainty putting pressure on their purchases.

Take Time || Photo Credit: Asmodee

Other successful initiatives which helped boost Take Time’s appeal included what Lecoeur described as an “unusual” cardboard demo kit, with detachable cards and clocks, which could be ordered by distribution units to give players a taste of the game’s core mechanisms.

He said the kit “generated strong enthusiasm at launch”, but added that the format was not something which could be replicated for every one of its releases.

Award nominations also helped drive sales, especially in Germany and France, which Lecoeur said had been two of the strongest markets for the game from day one.

He said Take Time’s Spiel des Jahres recommendation was followed by a higher-than-usual reprint demand from Germany of 30,000 copies – and added that the impact of other ‘smaller’ awards “should not be overlooked”.

Take Time triumphed in this year’s Swiss Gamers Award and also took the Austrian game of the year prize, in addition to its ‘recommended’ nod in the Spiel des Jahres and nomination in France’s As d’Or.

Lecoeur also believes Take Time benefitted from the success of Libellud’s previous release Harmonies, which also picked up a Spiel des Jahres recommendation and the Swiss Gamers Award, as well as a Golden Geek – and was highlighted by Asmodee CEO Thomas Koegler as having had a strong launch.

Lecoeur said, “The fact that Libellud’s previous release, Harmonies, had been a hit certainly helped. It raised expectations around the studio’s next title and put the spotlight on its launch.

“It’s clear that each publisher develops its own reputation and ‘brand’ image based on its releases (among other things) and that this plays a significant role in the confidence they receive from retailers and, to some extent, from players.

“The success or failure of each release will inevitably have an impact on the games that follow, particularly when it comes to forecasts and initial orders.”

Time After Time

Asmodee is now beginning to turn Take Time into a wider product line, with debut expansion Mirage set for release next month, and the company having “many more ideas we’re currently working on for the range”.

Lecoeur said, “As soon as we received the first feedback on the game and it became clear that the launch was going to be massive, the first discussions about an expansion began in April 2025 with Alexi Piovesan and Julien Prothière, the game’s designers, to explore the possibilities for additional content.

Take Time: Mirage

“They worked on it and presented an iteration that led to a contract being signed in November 2025, as the first market feedback started coming in and multiple markets were selling out.

“However, this timeline was only possible because the designers were fully confident that the game offered enough design space to support an expansion, and because they presented an idea that genuinely excited the team, both mechanically and thematically.

“We’re not releasing expansions simply for the sake of releasing them or to get a marketing boost. If an expansion is published, it’s because we believe it genuinely adds something to the game and offers players a meaningful new experience.”

He added, “Mirage’s format also played an important role. It is a compact expansion, with a €7.99 MSRP, that introduces a new chapter while also adding a new gameplay twist that can be used to replay the entire base game in a different way.

“It isn’t a large expansion that takes up a significant amount of shelf space in stores or represents a massive financial commitment; instead, it is designed to complement the base game and extend the experience without overshadowing it. Its difficulty is also carefully tuned so that players can enjoy the expansion even if they haven’t finished the base game.

“Regarding expansions and product lines, there is a balance to strike between fully trusting your game and not overcommitting. You want to anticipate demand for expansions and reprints in order to avoid out-of-stock situations or a lack of releases and support that could hurt a game’s prospects in the medium to long-term.

“At the same time, a game needs to demonstrate commercial stability before being turned into a full-fledged product line and treated as such.

“It’s no secret that overproducing a game is one of the easiest ways for a publisher to get into financial trouble, and we’re doing our best to avoid that. We want to support successful games and build on their potential while remaining disciplined about production and inventory.”

A Board Game Arena version of the base game is also due for release in Q4 of this year.

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